// The following built-in uniforms (except _LightColor0)
// are also defined in "UnityCG.cginc",
// i.e. one could #include "UnityCG.cginc"
uniform float4 _Time, _SinTime, _CosTime; // time values
uniform float4 _ProjectionParams;
// x = 1 or -1 (-1 if projection is flipped)
// y = near plane; z = far plane; w = 1/far plane
uniform float4 _ScreenParams;
// x = width; y = height; z = 1 + 1/width; w = 1 + 1/height
uniform float4 unity_Scale; // w = 1/scale; see _World2Object
uniform float3 _WorldSpaceCameraPos;
uniform float4x4 _Object2World; // model matrix
uniform float4x4 _World2Object; // inverse model matrix
// (all but the bottom-right element have to be scaled
// with unity_Scale.w if scaling is important)
uniform float4 _LightPositionRange; // xyz = pos, w = 1/range
uniform float4 _WorldSpaceLightPos0;
// position or direction of light source
uniform float4 _LightColor0; // color of light source
Unity3d 内置世界变量
最新推荐文章于 2023-01-08 16:20:42 发布